Virtual Reality Frenzy

As per ABI Research, the current year’s Mobile World Congress demonstrated the ideal springboard for showcasing virtual reality, to such an extent that the organization is presently foreseeing that 50 million headsets (some that will work with a smartphone too) will be transported before the decade’s over.

The most fundamental virtual reality plan, Google’s Cardboard, has as of now hit 5 million requests and it’s effortlessness – the way that it can be utilized with an Android cell phone – is what’s truly giving customers a desire for VR.

“Smartphones are the perfect platform for the VR market, because they already have the power and technological functionality necessary to create a fun, in-depth simulated environment,” said ABI Research Analyst Eric Abbruzzese and partnerships. On Thursday, the US theme park Six Flags announced that it is working with Samsung to create Virtual Reality roller coasters.

“It is certainly a new and thrilling proposition,” said Marc Mathieu, chief marketing officer at Samsung Electronics America. “Now, people can be immersed into a totally new universe while riding a roller coaster.”

“This remarkable technology is a definite game-changer for theme park rides,” added John Duffey, Six Flags President and CEO.

The increasing accessibility of headsets is attracting more firms into VR to examine its potential beyond gaming.
“The VR content ecosystem is opening up to include casual and traditional VR gaming, as well as education experiences,” said Sam Rosen, a ABI Research VP. “360-degree video also saw notable investment from Facebook and YouTube, pointing to another promising VR growth opportunity, while content developers are still learning how consumers engage with mobile-reliant VR systems.”

At the other end of the business sector, the Oculus Rift, PlayStation VR and the HTC Vive are all genuine gaming headsets at genuine value indicates that need a PC or console to work. In spite of the premium, interest is solid. For instance, 15000 HTC Vive headsets, which cost $799 each, were gobbled up inside of the initial 10 minutes of pre-requests going live on February 29.

In any case, one gathering of buyers that won’t be experiencing premium VR gaming in the prompt future are Macintosh clients. Identifying with Shacknews, Oculus VR’s prime supporter, Palmer Luckey said when inquired as to why the Oculus Rift headset isn’t Macintosh perfect that: “On the off chance that they ever release a good computer, we will do it.”

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